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Thread: Anything games

  1. #1161
    Ok I have absolutely no idea what's going on there

    Maybe it has something to do with the mod files being in the resource folder? What happens if you move the GRTest content to its own folder inside Episode and the content that is currently under resource to a mod folder?

    Also, can you play any other levels with JKGR without the game crashing instantly? Maybe the WWII levels?

  2. #1162
    Quote Originally Posted by Nikumubeki View Post
    I'm probably not doing this hotkey thing properly

    You've rebound the keyboard hotkeys, but have you rebound the mouse hotkeys???? or the Mouse HotButtons. I should name a character that.

  3. #1163
    I mean, I can get the skill etc. hotkeys rebinded properly, but I still can't get to click or activate the "Confirm" option in the class selection screen so the player remains in the default starting state. I did use the 5858lvr cheat for moneys to get to the city level and try the car out a bit.

    The crashings stopped for some reason after a few messing of the hotkeys in the menu... so that's probably an FGR-specific issue.

  4. #1164
    You can do everything else except for clicking "confirm"? You're supposed to use the mouse for navigation in the in-game menu, although IIRC WASD/Activate works too.

  5. #1165
    Yeah, the navigation works (with both arrow keys and the numpad keys), but pressing Confirm doesn't work - or it results in me getting out of the menu and punching the statue.

  6. #1166
    Oh, so it works. That's actually what it's supposed to do. You pick your favorite class then go back, talk to the NPC again etc. You can "deeznuts" yourself to a higher rank to make sure your current class is changing, as your current class is not displayed in the HUD before rank 1.

    The fact that the class selection menu looks so different from everything else is probably misleading, but that whole intro mission is mostly just a test on quest making which I made a very long time ago and it's not really even necessary. You learn some things and get some extra XP from following the steps, but you can just skip the whole thing, get to level 10 then pick a class and evolve to Rank 1 with an NPC near the Dark Palace.

  7. #1167
    I see, I'll have to fiddle around with it some more at some point. I'm actually going to have to be "mentally prepared" for something new like that, instead of something old like this:

    SMLiberator, would you be willing to add muzzle flashes to a higher-detailed Blastech pistol for MotS (the one from darthbabe96's MotSE or possibly just the Blastech'ish pistol I used in TODOA) and possibly check what's wrong with MotS's crossbow COG file, because the gun refuses to be selected at all if you just use JK's muzzle flash COG with it?

  8. #1168
    I can totally do it just not at the current moment. I'll try it asap, should be easy to do.

  9. #1169

  10. #1170
    Tested out the WWII version as well, got to see some of the new explosions. That said, I still couldn't really reload the weapon (didn't see a hotkey for it).

    That said, the SSAO effects really are quite beneficial:

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  11. #1171
    Glad to see it was working. The process of reloading is actually quite disgraceful. You need to select and use the item for the ammo for your current weapon (via next/prev/use item keys). I haven't changed that yet due to a mix of having too many other more important things to work on, overall laziness and the fact that there are a few questions that emerge from having a new hotkey for reloading - for example, if you're carrying two pistols, you can shoot them independently via fire 1/fire 2, how could I make it so that you can also reload them independently if there's only one reload key? You can however enable "auto-use items" in the options menu and you'll reload automatically if possible.

    Why are you not using the new hud though? Just set viewsize to 10

  12. #1172
    Quote Originally Posted by SMLiberator View Post
    You need to select and use the item for the ammo for your current weapon (via next/prev/use item keys).
    Yeah, that still does the "icons show up only for 0.05 milliseconds" thing so it's not of much help to me. However, that's not an issue specific to this mod, because it's been happening with most complex mods for 10+ years on my end. Did check out the new HUD just now, looks pretty cool.

  13. #1173
    I might have turned into a big cogging elitist, but looking at some of that code physically hurt me. And I'm not even talking about just the custom code by darthbabe, but LEC's code too. For example, for whatever reason the bowcaster in MotS is programmed to kill you instantly (deal 1000 damage) if you attempt to charge Fire 1 (why????????). That only doesn't happen because "DamageThing()" is supposed to take four values (victim, damage amount, type and attacker) but here it only gives two (victim and damage amount). Since JK counts values from last to first and considers any values not given (and not stacked) as -1, what it's actually doing is dealing "-1" damage to thing ID "-1" (unexistent), with a damage type of "player" (that usually equals 0) and an attacker ID of "1000" (unpatched JK/MotS thing counter can only go up to 640, so that's also invalid). (that is, DamageThing(player, 1000); is the same as DamageThing(-1, -1, player, 1000);)

    MotS muzzle flashes are mostly done but there's some extra stuff I need to add to the code, such as making it so weapons can't fire in the final levels and the such. The problem is I don't currently have MotS installed so I won't be able to test it for real.

  14. #1174
    Nearly forgot the weekly update to the TODOA 2 video:

    https://vimeo.com/nikumubeki/todoa2

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  15. #1175
    Quote Originally Posted by SMLiberator View Post
    I might have turned into a big cogging elitist, but looking at some of that code physically hurt me. And I'm not even talking about just the custom code by darthbabe, but LEC's code too. For example, for whatever reason the bowcaster in MotS is programmed to kill you instantly (deal 1000 damage) if you attempt to charge Fire 1 (why????????). That only doesn't happen because "DamageThing()" is supposed to take four values (victim, damage amount, type and attacker) but here it only gives two (victim and damage amount). Since JK counts values from last to first and considers any values not given (and not stacked) as -1, what it's actually doing is dealing "-1" damage to thing ID "-1" (unexistent), with a damage type of "player" (that usually equals 0) and an attacker ID of "1000" (unpatched JK/MotS thing counter can only go up to 640, so that's also invalid). (that is, DamageThing(player, 1000); is the same as DamageThing(-1, -1, player, 1000);)

    MotS muzzle flashes are mostly done but there's some extra stuff I need to add to the code, such as making it so weapons can't fire in the final levels and the such. The problem is I don't currently have MotS installed so I won't be able to test it for real.
    Yeah, to paraphrase/possibly directly quote GBK: "LEC code sucks"

    (Not that I would really know why, but eh. Also, for more physically hurting code, you should check out some of my code in TODOA etc. *cough cough*)

    Good to hear about the progress - and yeah, I'll likely be the one to test them. And, regardless of future compatibility issues, probably wrap the MotS one up for a release on ModDB. We'll see!

  16. #1176
    Admiral of Awesome
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    18,388
    Original JK cogs are also full of stuff like this:

    frobnarb(player, 6,3, template)

    as if some artist-programmer on the JK team was apparently under the impression that the cog compiler was aware of their European upbringing.

    Game artists arenít allowed to write code anymore.

  17. #1177
    LEC does this
    Code:
    autoselect:
       player = GetSourceRef();
    
       // If the player has the weapon
       if(GetInv(player, 2) != 0.0)
       {
          // If the player has ammo
          if(GetInv(player, 11) != 0.0)
          {
             ReturnEx(500.0);
          }
          else
          {
             ReturnEx(-1.0);
          }
       }
       else
       {
          ReturnEx(-1.0);
       }
    
       Return;
    When it's literally the same as this
    Code:
    autoselect:
       player = GetSourceRef();
    
       // If the player has the weapon and ammo
       if(GetInv(player, 2) && GetInv(player, 11))
       {
        ReturnEx(500.0);
        return;
       }
    
       ReturnEx(-1.0);
       return;
    But why does anyone need good looking code for, right? Also, I'm pretty sure the value for "player" is always gonna be the same as those messages are usually ran locally, but hey, let's just reset values every chance we get just for the sake of it, right?

  18. #1178
    Admiral of Awesome
    Posts
    18,388
    Bear in mind that the cog compiler is at the quality level of failing-grade undergraduate project by a premed student having the imposter dream about forgetting they were enrolled in a compilers course.


    Chances are very good that whenever that cog was written, expression code generation was broken.

  19. #1179
    ^^vv<><>BASTART
    Posts
    8,967
    Quote Originally Posted by SMLiberator View Post
    LEC does this

    But why does anyone need good looking code for, right? Also, I'm pretty sure the value for "player" is always gonna be the same as those messages are usually ran locally, but hey, let's just reset values every chance we get just for the sake of it, right?
    There's a ton of official LEC cogs which are garbage. At least that code does what it's supposed to.

  20. #1180
    Admiral of Awesome
    Posts
    18,388
    Hereís another oddity. A lot of cogs do this:

    dummy = getsomething(foo);

    wherever they meant to throw away the return value.

    Unconsumed stack values stay on the stack for the duration of the called symbol, at least (it could be longer, or even span cogs, but Iíve never tested that). I assume they were trying to prevent unbounded stack growth or something, since thatís still possible even today. Or maybe it might have just been because the language was broken for a while and it didnít work to put the calls outside of an assignment expression.

  21. #1181
    Here you go, FGR.

    Like I said, I haven't tested it but I suppose it should be alright. Let me know if there are any issues.


    Also did some updates to JKGR. Most importantly:
    - You can now press "Select 4" or "Select 5" hotkeys to reload guns automatically. When dual-wielding, pressing "Select 4" will reload the gun in the left hand (weapon 2) and "Select 5" for the right hand (weapon 1).
    - Moved some skill IDs and code around in order to solve a crash upon startup in some systems.
    Last edited by SMLiberator; 03-24-2019 at 08:34 PM.

  22. #1182
    Administrator
    Posts
    7,505
    Those before/after shots you posted, Jon`C, looking freaking amazing.

  23. #1183
    Doesn't care what his title is
    Christmas Cardmaker Extrordinarie

    Posts
    5,178
    The award for the most awkwardly broken up sentence, Brian, goes to you.

  24. #1184
    Administrator
    Posts
    7,505
    s/looking/look/

    Don't know how that happened... I started writing that sentence, realized it was like 2 or 3 pages after he posted them, and didn't want anyone to be confused as to what shots I was referring to. Not that the other shots/videos in the thread aren't also cool... bah I'm just making it worse.

  25. #1185
    Admiral of Awesome
    Posts
    18,388
    Quote Originally Posted by Jon`C View Post
    Click image for larger version. 

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    ehhhhhh

  26. #1186
    Now that's the knees' bees

    Quote Originally Posted by SMLiberator View Post
    Ballin', I'll check it as soon as I get back home

  27. #1187
    Quote Originally Posted by Jon`C View Post
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    no way.... is that just a material?

  28. #1188
    I'd say so, considering how those pipes are also getting "embedded" inside the wall.

    Also, I tested your MotS muzzle flash mod out, and while the results were generally bueno for 1st person mode, the muzzle flash for the crossbow stays on after the gun is fired:

    Click image for larger version. 

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    Also, in 3rd person mode the gun positions are wrong (for all but the bryar pistol and ST rifle) so they're aimed at the floor. In fact, it seems like that at some point when you're changing the weapon, the animation gets "stuck" and the player's arms are left in that weird position permanently:

    Click image for larger version. 

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    Last edited by Nikumubeki; 03-25-2019 at 03:00 PM.

  29. #1189
    Quote Originally Posted by Jon`C View Post
    Click image for larger version. 

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    ehhhhhh
    Wait, did you generate a mesh from the texture??

  30. #1190
    I think those are voxels.

  31. #1191
    Also SMLiberator, do you think you could enable the JK13 style saber blade lengths/widths/proportions/specs/dimensions as well (I remember you mentioning that they couldn't be implemented in MP, but I'm only interested in SP)?

    I mean, the "choked"/"bulging"/"cone'y" saber in this screenshot really stands out when you notice it https://forums.massassi.net/vb3/atta...6&d=1553456626

  32. #1192
    I made an attempt at such patch but didn't think it looked that much better so I didn't say anything about it. I'll make one for MotS and upload them when I can.

  33. #1193
    This is the thread where all the cool stuff has been happening since I've been gone.

  34. #1194
    Administrator
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    It's like Jon`C had an "aha" moment and upgraded the universe.

  35. #1195
    Admiral of Awesome
    Posts
    18,388
    Technically I have parallax occlusion mapping running on every single face, and it hasn't affected framerates. I have a 1080, but still.

    So I guess the challenge now is exercising restraint.

  36. #1196
    Quote Originally Posted by SMLiberator View Post
    I made an attempt at such patch but didn't think it looked that much better so I didn't say anything about it. I'll make one for MotS and upload them when I can.
    Fair enough.

    I like how JkGfxMod essentially started when Jon realized that "oh, so 1024x1024 etc. textures have been implemented in JK for nearly 13 years now? ... badly".

    Come to think of it, that should be the catchphrase for original JK (SITH Engine, LEIA editor etc.): Implemented Badly

  37. #1197
    That said, could there possibly be an injector for all the BM graphics? Possibly even for SFT fonts (vector scaling perhaps)

  38. #1198
    Admiral of Awesome
    Posts
    18,388
    It's Zeq's fault for not letting me ban ret. All of this could have been done years and years ago.

  39. #1199
    Admiral of Awesome
    Posts
    18,388
    Quote Originally Posted by Nikumubeki View Post
    That said, could there possibly be an injector for all the BM graphics? Possibly even for SFT fonts (vector scaling perhaps)
    Not really. JK has its own compositor for that stuff (menus and HUD) and blits it into the backbuffer/frontbuffer/dibsection. You could trap the I/O but it ultimately has to be processed by JK, so... basically the same thing as just replacing the files in the GOBs.

    It might be possible to scrape the HUD and render a new one, I guess.

  40. #1200
    I see. While JK doesn't have intricate detailed menus like Deus Ex does (thus being absolutely essential that you can see what you're clicking/reading), a lot of people have brought the un-scaling (inscalable?) HUD issue up before.

    Also, Jon, I've got to ask you: Do you have an instant MAT->BMP/PNG/JPG converter at hand? For some reason none of the MAT editors (MATMaster, Mat16, JKPaint) that I have have a batch conversion like that (BMP->MAT is fine, though). And even if I'm currently mostly just toying with the thought of touching up some of TODOA's textures, converting 500+ textures to PNG for the injector one by one is far too boring and tedious even for me.

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